/*
 * Authors: Kyler Connare & Tony Hoang
 * Purpose: Camera for a 3D openGL space
 * Caveats: No major restrictions or known errors
 */
#include "Camera.h"


Camera::Camera(void)
{
	// Decided to use this for default camera position
	position = vec3(588, 170, 16);
	pitchAmt = 0.0f;
	yawAmt = 0.0f;
}


Camera::~Camera(void)
{
}

// Move the camera by this amount
void Camera::ChangePosition(float dx, float dy, float dz) {
	position.x += dx;
	position.y += dy;
	position.z += dz;
}

void Camera::ChangePitchAmt(float delta) {
	pitchAmt += delta;
}

void Camera::ChangeYawAmt(float delta) {
	yawAmt += delta;
}

vec3 Camera::GetPosition() {
	return position;
}

float Camera::GetPitchAmt() {
	return pitchAmt;
}
float Camera::GetYawAmt() {
	return yawAmt;
}